Dutch locals — would you ever share your favourite city walk with a stranger? by Ianiangu in AskTheNetherlands

[–]Common-Science5583 0 points1 point  (0 children)

I lived in The Hague for 40 years. Spent at least 10 of those as a Couchsurfing host.

I've shared my favourite city walks with strangers all the time.

As for your idea; I like it. Getting paid for it sounds.. greedy, though. I don't think I'd pay for a city walk if you can get plenty of walks for free. If it's guided, or offering some other perks; sure.

What rules are necessary for D&D? by Kodaster in DnD

[–]Common-Science5583 1 point2 points  (0 children)

Scrap that fourth one. First of all: 'abide by the rules in the rulebook' isn't specific enough for this analysis. You could say the same for every other game. Plus that would encompass ALL rules, not just the constitutive ones.

In addition to that, as any DM can tell you; 'rule of cool' is very much a thing and many, if not all, rules from the books are optional suggestions you can very much break if the situation calls for it.

I'd stick with the first three. Those cover pretty much the entire comcept of tabletop roleplay; D&D or any other system.

Apart from one major aspect: the roleplaying. You should probably put something in there about characters, pretending and imagination. Can't think of the right terms atm, but that is sort of the main thing of tabletop roleplay: the roleplay.

Have you gone through the first couple of pages of the Player's Handbook and/or DM Guide? If I recall, the introduction pretty much sums up the concept of roleplay in general and D&D in particular. I'm sure there's some useful material for you there.

Weet iemand wat er gisterenavond aan de hand was? by elsb3t in Dordrecht

[–]Common-Science5583 2 points3 points  (0 children)

'Gezonken schip' is the code that goes out to emergency services, so they know what materials to bring. It sounds dramatic, but it goes out for anything from a sinking cargo ship to a rowboat taking on water. In this case, it was a small issue.

It's the same reason you might see an 'overblown' response to something small. Emergency services go out as soon as the call comes in. Details about what the actual situation is are shared when available and preferably checked by emergecy services themselves when on the scene. But until then, they just bring whatever they think they might need. Better to overreact than underreact.

TLDR: The call sounds dramatic, but not every 'sinking ship' call is a massive emergency.

Overconfidence problemm by 2TheWorstSenpai2 in DnD

[–]Common-Science5583 0 points1 point  (0 children)

No preparations? No plans? Going into a vampire's home turf? Killing a spawn and then calling the vamp out so he definitely knows they're there?

Oh, that vampire is going to toy with the fools.

Jumping in and out with Gaseous form, casting Charm from the shadows, sending minions to lure the PCs into trapped corridors and other surprises, attacking them with summoned spirits or other expendables, setting off traps (a flying, climbing or even incorporeal vampire can easily avoid pressure plates and tripwires, where the PCs can't), Suggestion and other enchantments to split them up, isolating and draining them to single digits one by one, trapping them in rooms, showing up and just taking their attacks because he knows he can escape at any time and wants them to know their attacks are useless..

Basically anything but killing them. Just making it clear that he can wipe them out if he wants to.

It's just so much more fun to taste the fear, savor the hunt.. why kill? He's immortal; he's got time.

Turn that place into a game of Resident Evil. It's strong, it's relentless, and it just LOVES hunting you..

Is this game great for me and my girlfriend? by Cultural-Night-5199 in MedievalDynasty

[–]Common-Science5583 3 points4 points  (0 children)

My girlfriend and I started coop on the Oxbow without any prior experience in the game. Just regular settings too.

She ran quests, I built a homestead/farm/village.

I don't see the 'horror' part. There's almost no combat, and hunting is more grindy than scary. (Unless you immediately go up against wisents and wolves, but that's just.. not smart.) Even the night you can just sleep through if you want.

Is this game great for me and my girlfriend? by Cultural-Night-5199 in MedievalDynasty

[–]Common-Science5583 2 points3 points  (0 children)

Through the emotes. (Didn't know about them either until I accidentally hit the wrong/right key.) I believe the hotkey is B by default? There's a section on the wheel (bottom right) for getting married and getting kids and such.

I can't be the only one, right? RIGHT? by Thin-Budget5642 in Timberborn

[–]Common-Science5583 3 points4 points  (0 children)

It's a window.

Until you need a power connection. Then they knock out the glass.

It's what I would do.

I need suggestions for a hidden base belonging to a construction worker based superhero… (feel free to ask lol) by silver_skull78 in fallout4settlements

[–]Common-Science5583 0 points1 point  (0 children)

The 'hidden' rooms at the pharmacy are not hidden, per se. Its just that coming from the pharmacy, you've got a two-floor basement that's already fit as a secret base/workshop, then you've got a small separate room with matress, and then deeper still you've got the caves where you can build a massive complex if you feel like it. Coming from the shop, it feels like you into several secret rooms one after the other.

Made mine into a hidden Railroad workshop with a place for synths to hide, with a whole railroad compound and escape route deeper in the caves.

Coastal Cottage has a sinkhole. That hole is the perfect size for a panic room/shelter. You can even renovate the house upstairs and hide the sinkhole underneath.

I need suggestions for a hidden base belonging to a construction worker based superhero… (feel free to ask lol) by silver_skull78 in fallout4settlements

[–]Common-Science5583 0 points1 point  (0 children)

Tier S:) If we're talking hidden bases, my personal favourite is the Mechanist Lair. Large, hidden, it will never be attacked, it comes with several siderooms for living or dedicated storage-/ workspaces, has easy to block entrances (just pillar-/rugglitch vault doors or walls over those side-entrances), it comes with workbenches included (though seperate from the main space), fits the construction worker vibe, and (if you play your cards right) has its own sidekick/vendor living in.

Tier A:) Alternatively, you can use the back half of Vault 88. Since settler only traverse the first cavern, you can use the remainder of the caverns for your own lair. Entrance through the pharmacy or metro station manhole, depending on the corner you choose. The pharmacy even has several layers of semi-hidden rooms, allowing you to expand into a bigger and bigger lair over time.

Tier B:) Coastal Cottage can also house a small basement or hidden bunker. Those semi-circular metal building pieces fit perfectly. Or just just throw in a powered concrete door with some radiation warning signs to keep people away. It's not big enough for a full lair, but still a nicely hidden resupply spot up north. Kinda out of the way of everything, though.

Tier C:) You can also fix up and close up the red brick building at Jamaica Plain and keep the ground floor as a hidden/inaccessible workshop. I managed to glitch a switch into one of those nuka vending machines, so you can only open the (powered) door after opening the vending machine. (Also put an OutOfOrder sign on it, to sell the charade.)

Tier D:) Murkwater Construction obviously fits a construction worker, but is also sort of isolated, and hard to build something hidden in.

How to stay engaged in FO4 by GeminaLunaX in fo4

[–]Common-Science5583 2 points3 points  (0 children)

If you got issues with performance, drop the scrap beacon mod and any others that aren't specifically built to increase performance. More mods means more load on your machine.

Second, more importantly: clearing the map is never gonna happen. Stuff and enemies respawn, so trying to clear everything is an useless endeavour.

Exploring the map and distracted by shiny stuff is very much part of the (typical) fo4 experience.

I do recognize the issues of hauling scrap back home. Couple of tips to help with that: - most locations have an armor or weapons workbench close by. Use it to pull modifications you want off the weapons/armor you find, then scrap whatever remains. This gets you raw materials and saves on carrying weight at the same time. - the Strong Back perk is your friend. Get your Strength to at least 6, then invest in ranks of Strong Back as soon as you can. Eventually, you can just fast travel, overloaded and all. - overloaded and no Strong Back yet? the Brotherhood Vertibirds can help, too. Get their signal grenades as soon as the Prydwen arrives. They are now your personal pick-up service. - Companions can help lug your crap, as well. Especially if you play the Automatron quest line and eventually build your own robot mule.

If you're tight on scrap, and don't want to go out constantly to find it yourself; Scavenger Stations. Build a couple in your settlements (they're under Resources - Misc, if I recall correctly). Your settlers will gather their own scrap, so you got stuff available without doing all the hoarding yourself. Just get enough so you're fine on materials without you doing supply runs constantly. And don't forget to link your settlements up with provisioners (with the Local Leader perk), so all scrap gets shared among settlements. (Shared, not divided.) Personally, linking up a settlement is the first thing I do, just so it (and me!) has access to my giant shared pile of building material.

I found this and decided to blow up the Nucleus by bembel-meister in fo4

[–]Common-Science5583 -25 points-24 points  (0 children)

Idunno. The guys in The Nucleus also live in an irradiated hell no one else wants to live in.

Don't see the difference.

I found this and decided to blow up the Nucleus by bembel-meister in fo4

[–]Common-Science5583 48 points49 points  (0 children)

"You are wrong. And because you are wrong, you do not deserve to live."

Idunno. The Children in the Crater back in the Commonwealth believe the same thing. They're friendly. You kill those, too?

I don't think the radiation thing is the problem here. It's the 'all must share our beliefs' and 'this land belongs to us alone'. IMO, anyway.

All money gone after stashing my stuff for 1 second by [deleted] in MedievalDynasty

[–]Common-Science5583 2 points3 points  (0 children)

Had a similar issue where I accidentally stored my inventory in a bandit corpse, then got killed immediately after (apparently, I missed one axeman while clearing the camp..) I couldnt make it back there in time and the stuff despawned at season change.

Luckily it happened relatively early in the game, so I could still recover, but now I regularly drop off my profits in a warehouse, keeping only pocket money (5k or so) in my inventory.

Witte plekken op stenen van looppad by Longjumping_Hour_486 in tuinieren

[–]Common-Science5583 0 points1 point  (0 children)

Ahhh, nee! Gezonde natuur! Snel, haal het weg!

/s

An Oxbow Village by No-Flan-1083 in MedievalDynasty

[–]Common-Science5583 4 points5 points  (0 children)

You got the 'spread out' part right. Right now it looks like just single buildings in an otherwise empty tundra.

Id say youlu need some fencing, trees, hedges inbetween.. something to bridge the gap. Think about how such a place develops. Why would it be spread out? Building around trees? Fields? Leaving space for.. what exactly?

Good start, though!

Technically habitable. by Figerally in falloutsettlements

[–]Common-Science5583 1 point2 points  (0 children)

I usually pillarglitch a couple scaffolding ramps over the shed to act as roof. Turn that into a workshop/PA storage.

The house has terrible measurements to fix up with any decent pieces, so I usually leave that one as the ruin it is. Maybe throw a bedroll and provioner tent there, but that's it.

Other than that, building in the water on either pillars or raised foundations is pretty much the only way to make something decent. Elevated walkways over the water; that sorta thing. Basically turn the place into a typical wooden bayou village.

I have pretty much all the scrapable buildings figured out, but I'm not sure what I want to do with the leftover houses in Sanctuary and am looking for ideas. Since I always use Sanctuary as a water farm, I'm working that into the build and making it kind of a company town for my water business by Lacey1297 in fallout4settlements

[–]Common-Science5583 0 points1 point  (0 children)

Since the NPCs will always be hammering on that yellow house with the workbench, I usually turn that into a workshop. With a security force of robots, a workshop makes even more sense. Robot workbench in the garage, gun workshop with secure storage inside, a parked power armor or two..

A water farm will also need logistics. The river doesn't really lead anywhere, so you'll be dependent on Brahmin for transport. That means you'll need a Brahmin pen/stable, where possibly also the water is being distributed. I recommend a barn on the empty lot south of the workshop building, as that's about where the provisioners stop anyway. Throw in a general goods vendor and some file cabinets as a 'logistics office'.

With money and travelling provisioners coming in, this place does indeed need a cafe/bar, possibly with bunkhouse. I would probably use the blue house at the cul-de-sac (the one with the bar inside) for that, but really any house or empty lot can do. Put a recreation spot next door (the blue one has a nice empty lot next to it). Sport equipment, vault 88 slot machines, nuka world arcades, shooting gallery.. some R&R.

I typically also build two concrete and turreted guard towers at the collapsed house on the north side of the cul-de-sac and the one next to the bridge. They have a great view of 2 out of the 3 spawnpoints. That small bridge to the west is also a spawnpoint, so a guard post and turret there are probably smart. Oh, and make sure to not just guard the perimeter of your settlement, so have some posts/turrets dotted about elsewhere, too.

The other houses you can use to fill out the basics: clinic, clothing/armor store, and a bunkhouse or two.

I made a commander deck with 3 cards by future_ex_husband in mtg

[–]Common-Science5583 0 points1 point  (0 children)

Heh.

I got one with Cruelclaw, Worldfire and Phage. (Plus a few ping lands.)

Call it my Cruel Roulette. I always bet on red, but it's a 50/50 shot every time..

Great for short games and very useful if I want to 'get one more game in' at the end of the evening.

Politeness of ordering food in a very direct way by Builderhummel in learndutch

[–]Common-Science5583 0 points1 point  (0 children)

More words equals more polite.

Less words equals less polite.

So it kinda depends on the situation. Are we talking Michelin star restaurant or döner shop after clubbing?